Removing gauge cost and adding that to another (possibly new?) skill for gauge management would probably be my favourite scenario as well. Not that it would happen, anyways.
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Removing gauge cost and adding that to another (possibly new?) skill for gauge management would probably be my favourite scenario as well. Not that it would happen, anyways.
Make Maim (I forgot the 2nd part of single target rotation weaponskill name) apply DOT.
Or make Upheaval apply DOT, something like 250 potency with 40 potency for 15s.
WAR lack DOT to make enemies bleed, even though technically axe is still a blade weapon.
Onslaught-wise, retain the gauge cost but give a conal aoe effect of 20 potency to every other target other than the first (maintain 100 potency).
Some greedy thing about future 6.0 will be giving a trait to lv90 that change FC to IC and the AoE skill to Chaotic Cyclone during IR. And based on other class lv90 performance, add nascent glint effect to IR to all other party members (broken it is, so only when all other lv90 are equally broken).
Roleplay wise, make Inner Chaos proc a tumbling effect against normal mobs. (As in, Dohn Mheg First Boss Water Jet attack that flings you to the sky) Because it is funny and Inner Chaos looks like a crazied golf club swing.
I want this as well. Or just make Infuriate remove rage cost for the next 5 seconds like it does in PvP for inner chaos and chaotic cyclone. That way, a war could infuriate and onslaught if he wanted to, and there is no risk of raiders complaining about "1 minute pulls" cuz war wanted to infuriate for rage then wait for it to come off cd.
But Top of my list for War changes is to remove that annoying a heck party target requirement on Nascent Flash. It. Is. So. Dumb. = (
As a Paladin main.... yeah, we have it too good. I play Warrior on the side and it pains me a lot to watch the Dark Knight zoop forward while I gotta pop sprint 10 seconds before we pull.
Don't get on my case! Lalas just have more air mileage than a roegadyn or something.
The thing is the flag that says you are in combat is also required to use Infuriate, which by the time that happens you have already reached the boss.
Yes Nascent Flash controls like dookie in PvP and either needs to usable on the self or just changed. It doesn't really work as well in PvP from a design standpoint. It requires:
1) A target within visual line-of-sight of the WAR and within 30 yalms
2) Any of the people present to actually be in the WAR's party
3) That the WAR has resources to spend at the time to get value out of it
If you are in trouble there's just a lot of barriers in the way as opposed to, say, just being able to press a button and get some protection or sustain like the other tanks have.
Edit - I just realized I misunderstood what you meant about the Infuriate thing. If they changed how it functions in PvE to not give gauge but instead just remove costs (+ be usable out of combat) then yeah that would give that same flexibility, though it would need some tweaking because in PvE we want to get Storm's Eye up before using our main damage CDs or resources. In general I wonder why the FFXIV dev team insists job gauges all start at 0 when zoning in since they are having to jump through hoops to solve it and appease like 5% of the player base while making it less convenient for everyone else.
I think the problem is that the payout is not as rewarding as it used to be. WAR has always been about building up for something big and its playstyle revolved around that. In 2.0 and 3.0 we had wrath stacks that needed to be maxed then paired properly with berserk for maximum damage and heals. There was also gauge management because it directly affected your crit rate. Onslaught is just the tip of the iceberg but its not that hard to gain and is meant as a utility skill. Also note that WAR benefits more heavily from Crit than other tanks and as the expansion goes on it will get stronger lending credence to WAR building up for something big. Changes I would like to see in 5.2:
-Nascent Flash self-target
-Storm's Eye duration up to 60 seconds (Storm's Eye still adds only 30 seconds)
-A 10-20 potency buff to Fell cleave and Decimate